﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/Role"
{
	Properties
	{
		_MainTex("Base (RGB)", 2D) = "white"{}
	}

	SubShader
	{
		Tags{"Queue"="Geometry" "RenderType"="Opaque"}
		LOD 100
		Pass
		{
			/*Stencil
			{
				Ref 1
				Comp Equal
			}*/
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			struct appdata_t
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;

			v2f vert(appdata_t v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) :SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord);
				return col;
			}
			ENDCG
		}
	}
}